public static void Load(string flPath, ILogController log) { // Load the universe and systems and all other static data string flIniPath = flPath + Path.DirectorySeparatorChar + "EXE" + Path.DirectorySeparatorChar + "Freelancer.ini"; try { var flIni = new FLDataFile(flIniPath, true); string dataPath = Path.GetFullPath(Path.Combine(flPath + Path.DirectorySeparatorChar + "EXE", flIni.GetSetting("Freelancer", "data path").Str(0))); log.AddLog(LogType.GENERAL, "Loading loadouts"); foreach (var entry in flIni.GetSettings("Data", "loadouts")) { LoadLoadout(dataPath + Path.DirectorySeparatorChar + entry.Str(0), log); } log.AddLog(LogType.GENERAL, "Loading factions"); foreach (var entry in flIni.GetSettings("Data", "groups")) { LoadFactions(dataPath + Path.DirectorySeparatorChar + entry.Str(0), log); } log.AddLog(LogType.GENERAL, "Loading universe"); foreach (var entry in flIni.GetSettings("Data", "universe")) { LoadUniverse(dataPath + Path.DirectorySeparatorChar + entry.Str(0), log); } log.AddLog(LogType.GENERAL, "Loading goods"); foreach (var entry in flIni.GetSettings("Data", "goods")) { LoadGoodData(dataPath + Path.DirectorySeparatorChar + entry.Str(0), log); } log.AddLog(LogType.GENERAL, "Loading markets"); foreach (var entry in flIni.GetSettings("Data", "markets")) { LoadBaseMarketData(dataPath + Path.DirectorySeparatorChar + entry.Str(0), log); } } catch (Exception e) { log.AddLog(LogType.ERROR, "error: '" + e.Message + "' when parsing '" + flIniPath); } }
public void ThreadRun() { Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; try { _cfgFile = new FLDataFile("flopenserver.cfg", false); FLPath = _cfgFile.GetSetting("server", "fl_path").Str(0); AcctPath = _cfgFile.GetSetting("server", "acct_path").Str(0); if (AcctPath == "") { AcctPath = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments) + @"\My Games\Freelancer\Accts\MultiPlayer"; } if (_cfgFile.SettingExists("server", "server_id")) { ServerID = _cfgFile.GetSetting("server", "server_id").Str(0); } if (_cfgFile.SettingExists("server", "version")) { server_version = _cfgFile.GetSetting("server", "version").Str(0); } if (server_version == "") { FileVersionInfo myFileVersionInfo = FileVersionInfo.GetVersionInfo(FLPath + @"\EXE\Freelancer.exe"); var ver = new int[4]; ver[0] = myFileVersionInfo.FileMajorPart; ver[1] = myFileVersionInfo.FileMinorPart; ver[2] = myFileVersionInfo.FileBuildPart; ver[3] = myFileVersionInfo.FilePrivatePart; var sb = new StringBuilder(); foreach (var num in ver) { sb.Append("."); if (num < 10) { sb.Append("0"); } sb.Append(num); } server_version = sb.ToString().Substring(1); } ServerDescription = _cfgFile.GetSetting("server", "description").Str(0); server_news = _cfgFile.GetSetting("server", "news").Str(0); foreach (FLDataFile.Setting set in _cfgFile.GetSettings("intro_msg")) { IntroMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("banner_msg")) { BannerMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("user_help_msg")) { UserHelpMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("admin_help_msg")) { AdminHelpMsg += set.Line; } } catch (Exception e) { _log.AddLog(LogType.ERROR, "error: flopenserver.cfg not found or missing parameter " + e.Message); return; } string name = _cfgFile.GetSetting("server", "name").Str(0); uint port = _cfgFile.GetSetting("server", "port").UInt(0); var max_players = (int)_cfgFile.GetSetting("server", "max_players").UInt(0); if (ServerID == null) { ReadFLDefaults(); } _log.AddLog(LogType.GENERAL, "cfg_file = " + _cfgFile.FilePath); _log.AddLog(LogType.GENERAL, "fl_path = " + FLPath); _log.AddLog(LogType.GENERAL, "acct_path = " + AcctPath); _log.AddLog(LogType.GENERAL, "server_id = " + ServerID); _log.AddLog(LogType.GENERAL, "version = " + server_version); _log.AddLog(LogType.GENERAL, "name = " + name); _log.AddLog(LogType.GENERAL, "port = " + port); _log.AddLog(LogType.GENERAL, "max_players = " + max_players); ArchetypeDB.Load(FLPath, _log); UniverseDB.Load(FLPath, _log); News.Load(FLPath, _log); _log.AddLog(LogType.GENERAL, "Ready to start"); try { string[] arg = server_version.Split('.'); uint major = uint.Parse(arg[0]) & 0xFF; uint minor = uint.Parse(arg[1]) & 0xFF; uint patch = uint.Parse(arg[2]) & 0xFF; uint build = uint.Parse(arg[3]) & 0xFF; uint version = (major << 24) | (minor << 16) | (patch << 8) | build; server_version = version.ToString(CultureInfo.InvariantCulture); } catch { _log.AddLog(LogType.ERROR, "invalid server version string"); server_version = "0"; } // Try to start the direct play server. Complain if it fails but don't pass the exception on. try { _dplay = new DirectPlayServer(this, _log, (int)port) { server_name = name + "\0", server_id = ServerID, server_description = ServerDescription + "\0", server_version = server_version, max_players = (uint)max_players }; _log.AddLog(LogType.GENERAL, "Server started"); } catch (Exception e) { _log.AddLog(LogType.ERROR, "Cannot open socket reason={0}", e.Message); } _dplay.GotMessage += _dplay_GotMessage; _dplay.PlayerConnected += _dplay_PlayerConnected; _dplay.PlayerDestroyed += _dplay_PlayerDestroyed; // Kick off the game runner threads. We have one thread per system. New // players who have not selected a character are assigned to a random // runner thread. uint baseObjid = 1; foreach (var starSystem in UniverseDB.Systems.Values) { _runners[starSystem] = new DPGameRunner(this, _log, baseObjid, starSystem); baseObjid += 10000; } }
public void ThreadRun() { Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; try { _cfgFile = new FLDataFile("flopenserver.cfg", false); FLPath = _cfgFile.GetSetting("server", "fl_path").Str(0); AcctPath = _cfgFile.GetSetting("server", "acct_path").Str(0); if (AcctPath == "") { AcctPath = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments) + @"\My Games\Freelancer\Accts\MultiPlayer"; } if (_cfgFile.SettingExists("server", "server_id")) { ServerID = _cfgFile.GetSetting("server", "server_id").Str(0); } if (_cfgFile.SettingExists("server", "version")) { server_version = _cfgFile.GetSetting("server", "version").Str(0); } if (server_version == "") { FileVersionInfo myFileVersionInfo = FileVersionInfo.GetVersionInfo(FLPath + @"\EXE\Freelancer.exe"); var ver = new int[4]; ver[0] = myFileVersionInfo.FileMajorPart; ver[1] = myFileVersionInfo.FileMinorPart; ver[2] = myFileVersionInfo.FileBuildPart; ver[3] = myFileVersionInfo.FilePrivatePart; var sb = new StringBuilder(); foreach (var num in ver) { sb.Append("."); if (num < 10) { sb.Append("0"); } sb.Append(num); } server_version = sb.ToString().Substring(1); } ServerDescription = _cfgFile.GetSetting("server", "description").Str(0); server_news = _cfgFile.GetSetting("server", "news").Str(0); foreach (FLDataFile.Setting set in _cfgFile.GetSettings("intro_msg")) { IntroMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("banner_msg")) { BannerMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("user_help_msg")) { UserHelpMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("admin_help_msg")) { AdminHelpMsg += set.Line; } } catch (Exception e) { _log.AddLog(LogType.ERROR, "error: flopenserver.cfg not found or missing parameter " + e.Message); return; } string name = _cfgFile.GetSetting("server", "name").Str(0); uint port = _cfgFile.GetSetting("server", "port").UInt(0); var max_players = (int)_cfgFile.GetSetting("server", "max_players").UInt(0); if (ServerID == null) { ReadFLDefaults(); } _log.AddLog(LogType.GENERAL, "cfg_file = " + _cfgFile.FilePath); _log.AddLog(LogType.GENERAL, "fl_path = " + FLPath); _log.AddLog(LogType.GENERAL, "acct_path = " + AcctPath); _log.AddLog(LogType.GENERAL, "server_id = " + ServerID); _log.AddLog(LogType.GENERAL, "version = " + server_version); _log.AddLog(LogType.GENERAL, "name = " + name); _log.AddLog(LogType.GENERAL, "port = " + port); _log.AddLog(LogType.GENERAL, "max_players = " + max_players); ArchetypeDB.Load(FLPath, _log); UniverseDB.Load(FLPath, _log); News.Load(FLPath, _log); _log.AddLog(LogType.GENERAL, "Ready to start"); try { string[] arg = server_version.Split('.'); uint major = uint.Parse(arg[0]) & 0xFF; uint minor = uint.Parse(arg[1]) & 0xFF; uint patch = uint.Parse(arg[2]) & 0xFF; uint build = uint.Parse(arg[3]) & 0xFF; uint version = (major << 24) | (minor << 16) | (patch << 8) | build; server_version = version.ToString(CultureInfo.InvariantCulture); } catch { _log.AddLog(LogType.ERROR, "invalid server version string"); server_version = "0"; } // Try to start the direct play server. Complain if it fails but don't pass the exception on. try { _dplay = new DirectPlayServer(this, _log, (int)port) { server_name = name + "\0", server_id = ServerID, server_description = ServerDescription + "\0", server_version = server_version, max_players = (uint)max_players }; _log.AddLog(LogType.GENERAL, "Server started"); } catch (Exception e) { _log.AddLog(LogType.ERROR, "Cannot open socket reason={0}", e.Message); } // Kick off the game runner threads. We have one thread per system. New // players who have not selected a character are assigned to a random // runner thread. uint baseObjid = 1; foreach (var starSystem in UniverseDB.Systems.Values) { _runners[starSystem] = new DPGameRunner(this, _log, baseObjid, starSystem); baseObjid += 10000; } // Run the event/timer processing loop for this thread. var currentTime = Utilities.GetTime(); var running = true; while (running) { // Calculate the delta time. var delta = Utilities.GetTime() - currentTime; currentTime += delta; // Call the reactor to return the next event the process // and run any timer functions. var nextEvent = Run(currentTime, delta); if (nextEvent is DPSessionConnectedEvent) { // On receipt of a new connection, create a new player assigning it to a // random game thread. Notify all game threads of the new player. var serverEvent = nextEvent as DPSessionConnectedEvent; var defaultRunner = _runners.ElementAt(_rand.Next(_runners.Count - 1)).Value; var player = new Player.Player(serverEvent.dplayid, _log, NewPlayerID(), defaultRunner); Players[serverEvent.dplayid] = player; foreach (var runner in _runners.Values) { runner.AddEvent(new DPGameRunnerPlayerUpdateEvent(player)); } } else if (nextEvent is DPSessionTerminatedEvent) { // The session has died. Tell all game threads that it is dead and the player // is gone. // TODO: save player? var serverEvent = nextEvent as DPSessionTerminatedEvent; if (Players.ContainsKey(serverEvent.dplayid)) { var player = Players[serverEvent.dplayid]; Players.Remove(serverEvent.dplayid); foreach (var runner in _runners.Values) { runner.AddEvent(new DPGameRunnerPlayerDeletedEvent(player.FLPlayerID)); } } // Kill the dplay connection if it is not already dead try { /* fixme: dplay.DestroyClient(server_event.dplayid, null); */ } catch { } } else if (nextEvent is DPGameRunnerPlayerUpdateEvent) { // A game thread has sent a notification to say that the player has changed - either // name, rank or system. We might change the assigned thread as a result. // In any case, we notify all game threads of the current name, rank and system. var serverEvent = nextEvent as DPGameRunnerPlayerUpdateEvent; // Find runner for this system and if it's changed tell the old and new runners // of the change in ownership. var currRunner = serverEvent.runner; var newRunner = _runners[serverEvent.system]; if (newRunner != currRunner) { serverEvent.runner = newRunner; } // Notify all game threads of the current player info so they can update their // player lists. foreach (var runner in _runners.Values) { runner.AddEvent(serverEvent); } } else if (nextEvent is DPSessionRxMessageFromClient) { var server_event = nextEvent as DPSessionRxMessageFromClient; if (Players.ContainsKey(server_event.dplayid)) { Player.Player player = Players[server_event.dplayid]; player.Runner.AddEvent(new DPGameRunnerRxMsgEvent(player, server_event.msg)); } } else if (nextEvent is ReactorShutdownEvent) { foreach (DPGameRunner runner in _runners.Values) { runner.AddEvent(new ReactorShutdownEvent()); } running = false; } } }